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Re: (TFT) TFT: Fireball Illusions



> >Well, okay, maybe this: illusion is a creation spell.
> >Created things don't act on the round they appear.

> 
>    I respectfully disagree here.  A strict reading of the rules (see AW4)
> does not disallow a fireball from being thrown on the same turn that it is
> created:
> 
>    "On the next turn, a created being can move away --
>    or the wizard can move away from his creation."
> 
>    The above text specifically mentions created /beings/, e.g. myrmidons,
> gargoyles, etc.  Is a fireball a being?  Probably not.

I agree with Dave, so far as he disagrees that a created fireball has to
'hang' a turn.

But I have a different reason than Dave's.  (Although I love his laundry
list of Illusions that have immediate effect.)  My reasons: a) the
laundry list shows Illusions work the instant they're cast, and b) the
rules were fluffed up to RPG rules from arena combat rules.  In arena,
against presumably-knowledgable professional-athlete-class wizardly
opponents, your Illusion had _better_ stand around with summoning
sickness, just like a summoned critter, because any other behavior
screams for disbelief.

So I'd let a mage with Illusion cast an Illusion of a fireball, and let
him have the Illusion travel as fast as the usual Fireball, in the usual
straight line.  The mage would have to target this line, which would be
about as hard as targeting a missle spell.  The damage would be whatever
the caster liked, declared before the GM decides if (and how easy) the
disbelief roll will be...

Roll DX or less to cast Illusion.
Declare the apparent damage, in d6.
Roll DX or less w/Missle Spell adjustments to target the streaking
fireball.
  If you missed, choose to 'curve' the flight of the fireball, or not.
  If you 'curve', you _will_ hit.
GM decides if target or (any or each) bystander gets a disbelief roll,
  modified by whatever damage dice the GM feels are more than 'typical',
  and by whatever the missle spell 'to hit' roll was missed by,
  if the option to 'curve' was taken.
Apply damage.

Of course, your GM might set 'typical' at 0 dice.  I think I'd set it at
2 or 3 dice.

At 3 dice, the caster spends 2 ST to do 10 points of damage, but rolls
to cast, to hit ( which really just generates a bonus for disbelief, but
one that accumulates in the same battle, I would think ), and to
disbelieve (most likely, some situations make fireballs seem normal)
reduce the chances of the gambit working.
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